stk-code_catmod/src/items/bowling.cpp
hikerstk 0681523762 Fixed crash (assertion failure in btAcos).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3336 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-04-01 00:44:47 +00:00

133 lines
5.0 KiB
C++

// $Id: spark.cpp 1284 2007-11-08 12:31:54Z hikerstk $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2007 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/camera.hpp"
#include "items/bowling.hpp"
#include "karts/player_kart.hpp"
float Bowling::m_st_max_distance; // maximum distance for a bowling ball to be attracted
float Bowling::m_st_max_distance_squared;
float Bowling::m_st_force_to_target;
// -----------------------------------------------------------------------------
Bowling::Bowling(Kart *kart) : Flyable(kart, POWERUP_BOWLING, 50.0f /* mass */)
{
float y_offset = 0.5f*kart->getKartLength() + m_extend.getY()/2.0f;
// if the kart is looking backwards, release from the back
if( kart->getControls().m_look_back )
{
y_offset = -y_offset;
m_speed = -m_speed*2;
}
else
{
float min_speed = m_speed*4.0f;
/* make it go faster when throwing forward
so the player doesn't catch up with the ball
and explode by touching it */
m_speed = kart->getSpeed() + m_speed;
if(m_speed < min_speed) m_speed
= min_speed;
}
createPhysics(y_offset, btVector3(0.0f, m_speed*2, 0.0f),
new btSphereShape(0.5f*m_extend.getY()),
-70.0f /*gravity*/,
true /*rotates*/);
// Even if the ball is fired backwards, m_speed must be positive,
// otherwise the ball can start to vibrate when enery is added.
m_speed = fabsf(m_speed);
// Do not adjust the z velociy depending on height above terrain, since
// this would disable gravity.
setAdjustZVelocity(false);
// unset no_contact_response flags, so that the ball
// will bounce off the track
int flag = getBody()->getCollisionFlags();
flag = flag & (~ btCollisionObject::CF_NO_CONTACT_RESPONSE);
getBody()->setCollisionFlags(flag);
// should not live forever, auto-destruct after 20 seconds
m_max_lifespan = 20;
} // Bowling
// -----------------------------------------------------------------------------
#ifdef HAVE_IRRLICHT
void Bowling::init(const lisp::Lisp* lisp, scene::IMesh *bowling)
#else
void Bowling::init(const lisp::Lisp* lisp, ssgEntity *bowling)
#endif
{
Flyable::init(lisp, bowling, POWERUP_BOWLING);
m_st_max_distance = 20.0f;
m_st_max_distance_squared = 20.0f * 20.0f;
m_st_force_to_target = 10.0f;
lisp->get("max-distance", m_st_max_distance );
m_st_max_distance_squared = m_st_max_distance*m_st_max_distance;
lisp->get("force-to-target", m_st_force_to_target);
} // init
// -----------------------------------------------------------------------------
void Bowling::update(float dt)
{
Flyable::update(dt);
const Kart *kart=0;
btVector3 direction;
float minDistance;
getClosestKart(&kart, &minDistance, &direction);
if(kart && minDistance<m_st_max_distance_squared) // move bowling towards kart
{
// limit angle, so that the bowling ball does not turn
// around to hit a kart behind
if(fabs(m_body->getLinearVelocity().angle(direction)) < 1.3)
{
direction*=1/direction.length()*m_st_force_to_target;
m_body->applyCentralForce(direction);
}
}
// Bowling balls lose energy (e.g. when hitting the track), so increase
// the speed if the ball is too slow, but only if it's not too high (if
// the ball is too high, it is 'pushed down', which can reduce the
// speed, which causes the speed to increase, which in turn causes
// the ball to fly higher and higher.
btTransform trans = getTrans();
float hat = trans.getOrigin().getZ();
btVector3 v = m_body->getLinearVelocity();
float vlen = v.length2();
if (hat<= m_max_height)
{
if(vlen<0.8*m_speed*m_speed)
{ // bowling lost energy (less than 80%), i.e. it's too slow - speed it up:
if(vlen==0.0f) {
v = btVector3(.5f, .5f, 0.0f); // avoid 0 div.
}
m_body->setLinearVelocity(v*m_speed/sqrt(vlen));
} // vlen < 0.8*m_speed*m_speed
} // hat< m_max_height
if(vlen<0.1)
hit(NULL);
} // update
// -----------------------------------------------------------------------------